摘要 |
<p>A method of context based skeletal tree generation for use in animation and simulation of object interactions is disclosed. The method comprises the steps of preprocessing graphic objects, segmenting processed graphic objects into a plurality of contexts at surface slope and curvature discontinuities, generating control points to represent said contexts, building a volumetric skeletal representation from the control points, and wherein the volumetric skeletal representation is manipulated to facilitate animation and simulation of object interactions. Furthermore a method of using parametrical representation to control and represent surface deformation to simulate movement in animation is also disclosed. This method includes the steps of building parametrical representations to represent vertices in the topography of the surface, associating the vertices with different ones of the parametrical representations to effect movement thereof, and animating movement of the vertices to simulate relative motion therebetween.</p> |